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Messages - Mach56

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1
Suggestions / Re: Intersystem Military Patrols - Both Player and NPC
« on: February 28, 2021, 07:27:56 PM »
This idea seems interesting. It would definitely reduce the importance of stacking a ton of colonies in one system.

2
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: February 24, 2021, 07:43:49 PM »
Both of them are vanilla, and both of them are built-ins. chassis_storage is on hanger station modules, so they don't have to deal with fighter replacement rate, and advancedcore is the Paragon's Advanced Targeting Core.

3
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: February 16, 2021, 07:27:11 PM »
Can anyone give me a couple of hints/pointers to the Penelope's Secret quest? It's been initiated and I'd like to complete it as legitimately as possible, but I'm running Adjusted Sector so I'd much rather not have to comb the whole sector.
It starts in a vanilla star system, there's already a big hint in the quest name.

4
Modding / Re: [0.9.1a] Placeholder 0.2
« on: February 13, 2021, 07:03:13 PM »
The best mod I've ever played with, hands down.

5
Fan Media & Fiction / Re: XIV Legion
« on: February 12, 2021, 02:47:13 PM »
I have to say, it looks very nice. I believe I spy dual flaks and vulcans in the medium and small slots. No idea what's supposed to be in the large missile slots.

6
Suggestions / Re: automatic DTC to ITU upgrade
« on: February 10, 2021, 06:18:03 PM »
I think it would be better if DTC wasn't ITU, but worse. But if DTC remains as such, this feature would be nice.

7
General Discussion / Re: Blueprint Packages - Contents and Review
« on: February 09, 2021, 01:12:03 PM »
There isn't a mudskipper (A) in vanilla, you might want to double-check the Hegemony BP package.

8
Modding / Re: Campaign story mods question
« on: February 01, 2021, 03:28:29 PM »
Terraforming and Station Construction has 2 quests, one involving gate building, and the other the ability to seed lobsters on other water worlds. Neither involve much exploring, they only involve vanilla systems.

9
Fan Media & Fiction / Re: [Fan-art]Ship's Personification
« on: January 31, 2021, 12:46:24 AM »
Very nice. I like the Alpha AI maid, very cute.

10
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.8.4 [9/2/20]
« on: January 29, 2021, 05:39:12 PM »
A small bug, but the Baby Hawke drone shows up as fighter option in missions, even though it appears that it should be exclusive to the Hawke.

EDIT: A few other mission related oversights:
A few ships in the first and third missions still have their autofit variants using the old Cone MRM instead of the Can MRM.
The 2 Reid-class frigates in the second missions are 5 OP overbudget.
A few of the ships in the third mission are a bit underbudget, not a big deal.
I don't think blank variants are necessary, and pollute the campaign AI variants (I'm not sure if you've done something on your end that changes it, but by default the AI can use non-goal variants for outfitting ships in the campaign)
Not a super big issue, but the Remnants and Derelicts are available in the Vs. Random missions, not a big problem in the ARS vs. Random, but the Random vs. ARS ones allow for an easy victory by just re-rolling until they come up.

11
Suggestions / Re: about missiles
« on: January 29, 2021, 05:29:10 PM »
Another minor inconsistency: every missile has its ammo count displayed in the 'no flux cost to fire' field, while pilums do not, and have an entirely separate 'max ammo' field down below - actually fooled me into thinking they are infinite for a while, same as salamanders.

They're not?! Whelp.

They are infinite, technically. They just use ammo faster than they regenerate it, so you when you hit 0 ammo your rate of fire is capped by the regeneration instead of the fire rate.

12
Suggestions / Re: about missiles
« on: January 28, 2021, 02:53:39 PM »
I really feel like the hurricane really should get the STRIKE tag, as it rarely ever hits frigates.

13
Suggestions / Re: pathing for retreating
« on: January 27, 2021, 04:05:44 AM »
Your fleet is at the bottom, and the enemy fleet is at the top. Retreating to the sides doesn't get you any closer to your side, nor further away from the enemy. It's also a balance thing, retreating to the sides massively expands the retreat area, and could cause issues with the AI in where it heads when given a retreat order.

14
Suggestions / Re: pathing for retreating
« on: January 27, 2021, 03:18:47 AM »
Well, retreating to where enemies come from doesn't seem like a good idea, and retreating to the sides doesn't make much sense. Up/down aren't options, due to Starsector being a 2D game, leaving the only option being where you came in from (assuming not a retreat battle).

15
General Discussion / Re: What has more scaling, this game or Oblivion?
« on: January 24, 2021, 12:25:05 PM »
Also, avoid selling blueprints to the pirates.  I want to think that selling those blueprints or hulls to pirates will enable them to eventually start using those blueprints or hulls.  I could be wrong, but sure seems like I have seen this kind of thing happen.  I.E. Don't sell blueprints of a Paragon to pirates, unless you want to eventually start fighting Paragons.

That is correct.

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